sorry for the repeat post, I come up with lots of ideas at work all day.
How about traps to make recons units more fun?
Traps would:
+take 1-4 turns to set up.
+only be built by one specific recon unit
+only allow one per unit of that type, just like the skeleton summon
+be invisible to all players who don't have open borders agreement with the creator
+only be built on unimproved terrain, but borders shouldn't matter.
+would last until they effected one unit per level of the setter, unless pillaged before
+when set off, would have the same diplomatic effect of pillaging their land, i.e., other civs would declare war. (so you shouldn't set them in unclaimed land if you aren't willing to suffer the consequences, but civs with open borders could see them and should be programmed to avoid them.
Traps and effects (untested, should of course be tested and adjusted)
Scout-Snare: Would cast entangle on the next unit to enter tile (one unit per level of scout)
Hunter-Pit trap: Would do .1 damage per level of hunter, and charm any animals hit.
Ranger-Spike Pit: Would do .2 damage per level of ranger and cast entangle
Beast Master-Snake Pit: Would do .3 damage per level of beast master and cast whither
Assassain-Poison Arrow trap: Would have a 20 + Assassain level - victim strength % chance of killing unit setting it off. (Or if too complicated, set 15%)
Shadow-Scrying Arrow: Would plant a scrying stone on the target, granting the Shadow's player line of sight of that unit for 1 turn per shadow level.
Sorry if traps have been discussed, haven't seen it. Guild Wars Icons would work great here, btw.